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What are Tactics?
Tactics are 1 of the 2 major ways you'll enhance your Evotype's capabilities during a run. As you go through Mind Training, you'll eventually be given the option to choose from 1 of the 7 elements available, those being Fire, Ice, Electric, Toxin, Umbra, Light, and Blade. Each element has a Tactic group that correlates to one of the 5 Tactic Slots which determine how you trigger the Tactic's abilities. Tactics are designed to work in tandem with each other and reward players who discover powerful combinations that synergize with your Evotype. Not all Tactics are made evenly however, which leads to some tactics seeming extremely good while others are lackluster.
Tactics will appear in 4 different rarities, Common -> Uncommon -> Rare -> Legendary, with each rarity being an upgraded version that increases the utility of what the Tactic does, such as increasing the damage percentage or duration. These Tactics can be upgraded to the next rarity via a Tactic Ascension found in various places. Additionally, Tactics have 3 stages going from the base tactic, secondary upgrade, and then third upgrade. You can only have one base Tactic on each slot, and you cannot have the same Tactic on two different slots such as Cold Attack and Cold Skill which you can only obtain one of in your run. The secondary upgrades is always a choice between different upgrades to make it unique. Finally the third upgrade only has one option. Once you have have 3 Tactics in one Tactic Slot, the only way to continue to upgrade that slot is with Tactic Ascensions and Double Tactics.
Double Tactics are a combination of 2 Tactics from different Tactic Trees and/or Elements. These Tactics combine the attributes of the 2 Tactics to make a powerful tactic that goes in the 4th slot in your Tactic Slots. These Tactics require you to plan ahead by viewing the Tactics Codex and look at the Tactic Tree to see what Doubles are possible with that Tactic. In order to obtain a Double, you'll need to obtain the 3 Tactics from the main Tactic and the base tactic from the other required Tactic. Only then will the Double appear in the respective element.
Inheriting Tactics
When passing down Tactics via a saved Evotype, any base tactic will be automatically equipped when you start a new run. Secondary/Third/Double Tactics will not be equipped until you obtain the necessary base Tactic. Double Tactics when being passed down have the unique property of often only needing the base Tactic associated with it, allowing you to get a Double that only requires 1 Tactic Slot be filled and creating a new combination in the now open slot.
Once you've filled in the first 5 base slots, you'll only see Tactics of those Tactic's respective element, allowing you to only focus on upgrades at that point. Inheriting certain elements allows you to manipulate how likely you are to see a certain element without sacrificing any Mind Crystal slots. When attempting to get the "1+1>2" achievement, this significantly helps steer your 5 Doubles in the right direction.
Obtainable Tactics
Below is a comprehensive list of every Tactic currently in the game, sorted by element. All numbers shown are for Legendary rarity.
Fire
Name | Description | Tier! |
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Burn
Stage 1
Skill Burn:
When your Skill lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 310 damage to them per second.
Attack Burn:
When your Attack lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 150 damage to them per second.
Dash Burn:
Upon Dashing, inflicts Burn on nearby enemies for 5 seconds, dealing 150 damage to them per second.
Stage 2
Durable Burn:
Burn now lasts 3 seconds longer, and the Burning damage is increased by 60%.
Conflagration:
For every 1 more enemy Burning, the next instance of Burn deals X% more damage.
Catching Fire:
Burning enemies will spread the fire to nearby enemies while also increasing the Burn damage by 55%.
Flamewalker: *Flamewalker is only available if you choose Dash Burn.
Upon dodging, for a while, you generate a Flaming Trail as you move around. That trail deals 240 damage per second.
Stage 3
Powerful Burn:
Burn damage ticks happen X% faster.
Fire Projectile
Stage 1
Skill Fire Projectile:
Upon using a Skill, shoots 10 Fire Projectiles outward, each dealing 280 damage. This damage decreases against the same enemy with each projectile that hits them.
Legacy Fire Projectile:
Upon using your Legacy, shoots 10 Fire Projectiles outward, each dealing X damage. This damage decreases against the same enemy with each projectile that hits them.
Stage 2
Focused Fire Projectile:
The Fire Projectiles are now fired in a 45-degree sector, and deals X% more damage.
Fire Projectile Bounce:
Fire Projectiles can bounce and deal X% more damage.
Fire Projectile Upgrade:
The Fire Projectiles become larger and deal 60% more damage.
Ring of Fire
Stage 1
Legacy Ring of Fire:
Upon using your Legacy, spawns Rings of Fire, dealing 770 damage to enemies.
Stage 2
Large Ring of Fire:
Rings of Fire become larger in range and deal X% more damage.
Transformative Ring of Fire:
Rings of Fire shapeshift and deal X% more damage in total.
Struct Ring of Fire:
Upon taking a hit, conjures a Ring of Fire that deals X damage.
Mine
Stage 1
Place Mine:
Crouches to place 1 Mine. By default, the Mine deals x damage. This damage can scale over time.
Stage 2
Mine Upgrade:
Mines become larger in explosion range and deal 48% more damage.
Splashing Mines:
Upon explosion, Mines send out 6 shrapnel, each dealing 460 damage.
Stage 3
Efficient Mine Placing:
The cooldown of Place Mine is reduced by Xs.
Fire Spirit
Stage 1
Fire Spirit Assist:
Spawns a Fire Spirit that assists you in combat. Over time, more and more Fire Spirits will spawn. When your Attack hits an enemy, they hunt that enemy, each dealing 190 damage.
Stage 2
Fire Spirit Upgrade:
Fire Spirits shapeshift and deal 60% more damage.
Fire Spirit Combo:
When a Fire Spirit hits the same enemies multiple times, the damage is increased by X% with each hit.
Quick Split:
Fire Spirits now split X% faster.
Stage 3
Durable Split:
Fire Spirits split 1 more times and deal 115% more total damage.
Ice
Cold
Stage 1
Cold Attack:
Attacks deal 46% more damage and inflict 1 stack of Cold on enemies, causing them to slow down.
Skill Cold:
Skills deal 47% more damage and inflict 2 stacks of Cold on enemies, causing them to slow down.
Stage 2 *The Cold Tactic Tree splits into two different branches that force you into one of two Stage 3 Tactics.
Frost Burst:
At max stacks of Cold, they burst and deal 980 damage.
Freezing Cold:
When more than 5 enemies are inflicted with Cold, the enemies in range become Frozen. Breaking a Frozen enemy deals 1600 damage.
Stage 3
Frost Explosion:
Frost Burst becomes 20% large in range and deals 117% more damage.
Powerful Icebreaker:
When breaking a Frozen enemy, deals 1400 extra damage.
Icicle
Stage 1
Icicle Dash:
Dashing summons Icicles, dealing 150 damage and inflicting 1 stack of Cold on enemies, causing them to slow down.
Legacy Icicle:
Upon using your Legacy, generates Two-Way Icicles on the ground that deal 440 damage to enemies and inflict 2 stacks of Cold.
Stage 2
Icicle Upgrade:
The Icicles shapeshift and deal 60% more damage.
Dodging Icicle:
Upon dodging, the Icicles generate become Two-Way Icicles, dealing 180 damage to enemies.
Reactive Icicle:
Upon taking a hit, summons Icicles at where the hit comes from, dealing X damage.
Stage 3
Random Icicle:
Icicles spawn at random to attack enemies, each dealing 270 damage.
Ice Spike
Stage 1
Summon Ice Spike:
Automatically generates Ice Spikes, each dealing 220 damage and inflicting 1 stack of Cold on enemies, causing them to slow down.
Stage 2
Ice Spike Upgrade:
The Ice Spikes become larger and deal 60% more damage.
Precision Ice Spike:
Ice Spikes prioritize attacking non-Cold enemies and deal X% more damage.
Freezing Blade:
Ice Spikes can penetrate enemies and deal 45% more damage.
Stage 3
Multi Ice Spikes:
Upon generating Ice Spikes, you can generate 5 more.
Electric
Lightning Mark
Stage 1
Skill Lightning:
When your skill hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 1080 damage.
Legacy Lightning:
When your legacy hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 780 damage.
Stage 2
Impulse Upgrade:
Impulse shapeshifts and deals 60% more damage.
Large Pulse:
Impulse becomes larger in range and deal 48% more damage.
Impulse Paralysis:
The Impulses can paralyze enemies for 3 seconds, rendering them immobile.
Stage 3
Pulsing Lightning:
When your Impulse hits an enemy, inflicts Lightning on them for 6 seconds. When that enemy is eliminated, unleashes an Impulse, dealing 1010 damage.
Lightning Chain
Stage 1
Attack Lightning:
When you have landed 5 hits with your Attack, conjures a Lightning Chain, dealing 510 damage with each link.
Thunderstorm:
Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals X damage, up to 5 links.
Skill Lightning:
When you land a hit with your Skills, conjures a Lightning Chain to nearby enemies, dealing 1080 damage with each link.
Stage 2
Lightning Overloaded:
The last link of a Lightning Chain additionally deals 290 damage, and the remaining links also inflict this additional damage.
Lightning Upgrade:
The Lightning Chain becomes thicker and now deals 60% more damage.
Thunder Bounce:
The Lightning Chain can bounce. The damage is reduced by 45% after 3 bounces.
Stage 3
Extended Lightning:
The Lightning Chain can chain up to 4 times.